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Game Using Joystick LCD Arduino

This document contains code for a game where a boy runs and jumps over obstacles on a 16x2 LCD screen. It defines constants for sprites, positions, and terrain types. Functions are included to initialize graphics, advance the terrain, draw the boy, and handle the game loop.

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0% found this document useful (0 votes)
28 views

Game Using Joystick LCD Arduino

This document contains code for a game where a boy runs and jumps over obstacles on a 16x2 LCD screen. It defines constants for sprites, positions, and terrain types. Functions are included to initialize graphics, advance the terrain, draw the boy, and handle the game loop.

Uploaded by

supekshanirodha
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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#include <LiquidCrystal_I2C.

h>

LiquidCrystal_I2C lcd(0x3f, 2, 1, 0, 4, 5, 6, 7, 3, POSITIVE);


//try 0x27 address for LCD if not work otherwise find addres of LCD from backside
of LCD

#define SPRITE_TERRAIN_EMPTY ' '

#define SPRITE_TERRAIN_SOLID 5

#define SPRITE_TERRAIN_SOLID_RIGHT 6

#define SPRITE_TERRAIN_SOLID_LEFT 7

#define Joy_X_axis 2

#define Autostartpin 1

#define PIN_READWRITE 10

#define PIN_CONTRAST 12

#define SPRITE_RUN1 1

#define SPRITE_RUN2 2

#define SPRITE_JUMP 3

#define SPRITE_JUMP_UPPER '.'


#define SPRITE_JUMP_LOWER 4

#define BOY_HORIZONTAL_POSITION 1

#define TERRAIN_WIDTH 16
#define TERRAIN_EMPTY 0
#define TERRAIN_LOWER_BLOCK 1
#define TERRAIN_UPPER_BLOCK 2

#define BOY_POSITION_OFF 0 // boy is invisible


#define BOY_POSITION_RUN_LOWER_1 1 // boy is running on lower row (pose 1)
#define BOY_POSITION_RUN_LOWER_2 2 // (pose 2)

#define BOY_POSITION_JUMP_1 3 // Starting a jump


#define BOY_POSITION_JUMP_2 4 // Half-way up
#define BOY_POSITION_JUMP_3 5 // Jump is on upper row
#define BOY_POSITION_JUMP_4 6 // Jump is on upper row
#define BOY_POSITION_JUMP_5 7 // Jump is on upper row
#define BOY_POSITION_JUMP_6 8 // Jump is on upper row
#define BOY_POSITION_JUMP_7 9 // Half-way down
#define BOY_POSITION_JUMP_8 10 // About to land

#define BOY_POSITION_RUN_UPPER_1 11 // boy is running on upper row (pose 1)


#define BOY_POSITION_RUN_UPPER_2 12 // (pose 2)
//LiquidCrystal lcd(11, 9, 6, 5, 4, 3);
static char terrainUpper[TERRAIN_WIDTH + 1];
static char terrainLower[TERRAIN_WIDTH + 1];
static bool buttonPushed = false;

void initializeGraphics(){
static byte graphics[] = {
// Run position 1
B01100,
B01100,
B00000,
B01110,
B11100,
B01100,
B11010,
B10011,
// Run position 2
B01100,
B01100,
B00000,
B01100,
B01100,
B01100,
B01100,
B01110,
// Jump
B01100,
B01100,
B00000,
B11110,
B01101,
B11111,
B10000,
B00000,
// Jump lower
B11110,
B01101,
B11111,
B10000,
B00000,
B00000,
B00000,
B00000,
// Ground
B11111,
B11111,
B11111,
B11111,
B11111,
B11111,
B11111,
B11111,
// Ground right
B00011,
B00011,
B00011,
B00011,
B00011,
B00011,
B00011,
B00011,
// Ground left
B11000,
B11000,
B11000,
B11000,
B11000,
B11000,
B11000,
B11000,
};
int i;
// Skip using character 0, this allows lcd.print() to be used to
// quickly draw multiple characters
for (i = 0; i < 7; ++i) {
lcd.createChar(i + 1, &graphics[i * 8]);
}
for (i = 0; i < TERRAIN_WIDTH; ++i) {
terrainUpper[i] = SPRITE_TERRAIN_EMPTY;
terrainLower[i] = SPRITE_TERRAIN_EMPTY;
}
}

// Slide the terrain to the left in half-character increments


//
void advanceTerrain(char* terrain, byte newTerrain){
for (int i = 0; i < TERRAIN_WIDTH; ++i) {
char current = terrain[i];
char next = (i == TERRAIN_WIDTH-1) ? newTerrain : terrain[i+1];
switch (current){
case SPRITE_TERRAIN_EMPTY:
terrain[i] = (next == SPRITE_TERRAIN_SOLID) ? SPRITE_TERRAIN_SOLID_RIGHT :
SPRITE_TERRAIN_EMPTY;
break;
case SPRITE_TERRAIN_SOLID:
terrain[i] = (next == SPRITE_TERRAIN_EMPTY) ? SPRITE_TERRAIN_SOLID_LEFT :
SPRITE_TERRAIN_SOLID;
break;
case SPRITE_TERRAIN_SOLID_RIGHT:
terrain[i] = SPRITE_TERRAIN_SOLID;
break;
case SPRITE_TERRAIN_SOLID_LEFT:
terrain[i] = SPRITE_TERRAIN_EMPTY;
break;
}
}
}

bool drawBoy(byte position, char* terrainUpper, char* terrainLower, unsigned int


score) {
bool collide = false;
char upperSave = terrainUpper[BOY_HORIZONTAL_POSITION];
char lowerSave = terrainLower[BOY_HORIZONTAL_POSITION];
byte upper, lower;
switch (position) {
case BOY_POSITION_OFF:
upper = lower = SPRITE_TERRAIN_EMPTY;
break;
case BOY_POSITION_RUN_LOWER_1:
upper = SPRITE_TERRAIN_EMPTY;
lower = SPRITE_RUN1;
break;
case BOY_POSITION_RUN_LOWER_2:
upper = SPRITE_TERRAIN_EMPTY;
lower = SPRITE_RUN2;
break;
case BOY_POSITION_JUMP_1:
case BOY_POSITION_JUMP_8:
upper = SPRITE_TERRAIN_EMPTY;
lower = SPRITE_JUMP;
break;
case BOY_POSITION_JUMP_2:
case BOY_POSITION_JUMP_7:
upper = SPRITE_JUMP_UPPER;
lower = SPRITE_JUMP_LOWER;
break;
case BOY_POSITION_JUMP_3:
case BOY_POSITION_JUMP_4:
case BOY_POSITION_JUMP_5:
case BOY_POSITION_JUMP_6:
upper = SPRITE_JUMP;
lower = SPRITE_TERRAIN_EMPTY;
break;
case BOY_POSITION_RUN_UPPER_1:
upper = SPRITE_RUN1;
lower = SPRITE_TERRAIN_EMPTY;
break;
case BOY_POSITION_RUN_UPPER_2:
upper = SPRITE_RUN2;
lower = SPRITE_TERRAIN_EMPTY;
break;
}
if (upper != ' ') {
terrainUpper[BOY_HORIZONTAL_POSITION] = upper;
collide = (upperSave == SPRITE_TERRAIN_EMPTY) ? false : true;
}
if (lower != ' ') {
terrainLower[BOY_HORIZONTAL_POSITION] = lower;
collide |= (lowerSave == SPRITE_TERRAIN_EMPTY) ? false : true;
}

byte digits = (score > 9999) ? 5 : (score > 999) ? 4 : (score > 99) ? 3 : (score
> 9) ? 2 : 1;

// Draw the scene


terrainUpper[TERRAIN_WIDTH] = '\0';
terrainLower[TERRAIN_WIDTH] = '\0';
char temp = terrainUpper[16-digits];
terrainUpper[16-digits] = '\0';
lcd.setCursor(0,0);
lcd.print(terrainUpper);
terrainUpper[16-digits] = temp;
lcd.setCursor(0,1);
lcd.print(terrainLower);

lcd.setCursor(16 - digits,0);
lcd.print(score);
terrainUpper[BOY_HORIZONTAL_POSITION] = upperSave;
terrainLower[BOY_HORIZONTAL_POSITION] = lowerSave;
return collide;
}

// Handle the button push as an interrupt


void buttonPush() {
buttonPushed = true;
}

void setup(){
pinMode(PIN_READWRITE, OUTPUT);
digitalWrite(PIN_READWRITE, LOW);
pinMode(PIN_CONTRAST, OUTPUT);
digitalWrite(PIN_CONTRAST, LOW);
pinMode(Joy_X_axis, INPUT);
digitalWrite(Joy_X_axis, HIGH);
pinMode(Autostartpin, OUTPUT);
digitalWrite(Autostartpin, HIGH);

// Digital pin 2 maps to interrupt 0


attachInterrupt(0/*PIN_BUTTON*/, buttonPush, FALLING);

initializeGraphics();

lcd.begin(16, 2);
}

void loop(){
static byte boyPos = BOY_POSITION_RUN_LOWER_1;
static byte newTerrainType = TERRAIN_EMPTY;
static byte newTerrainDuration = 1;
static bool playing = false;
static bool blink = false;
static unsigned int distance = 0;

if (!playing) {
drawBoy((blink) ? BOY_POSITION_OFF : boyPos, terrainUpper, terrainLower,
distance >> 3);
if (blink) {
lcd.setCursor(0,0);
lcd.print("Push to Start");
}
delay(250);
blink = !blink;
if (buttonPushed) {
initializeGraphics();
boyPos = BOY_POSITION_RUN_LOWER_1;
playing = true;
buttonPushed = false;
distance = 0;
}
return;
}

// Shift the terrain to the left


advanceTerrain(terrainLower, newTerrainType == TERRAIN_LOWER_BLOCK ?
SPRITE_TERRAIN_SOLID : SPRITE_TERRAIN_EMPTY);
advanceTerrain(terrainUpper, newTerrainType == TERRAIN_UPPER_BLOCK ?
SPRITE_TERRAIN_SOLID : SPRITE_TERRAIN_EMPTY);

// Make new terrain to enter on the right


if (--newTerrainDuration == 0) {
if (newTerrainType == TERRAIN_EMPTY) {
newTerrainType = (random(3) == 0) ? TERRAIN_UPPER_BLOCK :
TERRAIN_LOWER_BLOCK;
newTerrainDuration = 2 + random(10);
} else {
newTerrainType = TERRAIN_EMPTY;
newTerrainDuration = 10 + random(10);
}
}

if (buttonPushed) {
if (boyPos <= BOY_POSITION_RUN_LOWER_2) boyPos = BOY_POSITION_JUMP_1;
buttonPushed = false;
}

if (drawBoy(boyPos, terrainUpper, terrainLower, distance >> 3)) {


playing = false; // The boy collided with something. Too bad.
} else {
if (boyPos == BOY_POSITION_RUN_LOWER_2 || boyPos == BOY_POSITION_JUMP_8) {
boyPos = BOY_POSITION_RUN_LOWER_1;
} else if ((boyPos >= BOY_POSITION_JUMP_3 && boyPos <= BOY_POSITION_JUMP_5) &&
terrainLower[BOY_HORIZONTAL_POSITION] != SPRITE_TERRAIN_EMPTY) {
boyPos = BOY_POSITION_RUN_UPPER_1;
} else if (boyPos >= BOY_POSITION_RUN_UPPER_1 &&
terrainLower[BOY_HORIZONTAL_POSITION] == SPRITE_TERRAIN_EMPTY) {
boyPos = BOY_POSITION_JUMP_5;
} else if (boyPos == BOY_POSITION_RUN_UPPER_2) {
boyPos = BOY_POSITION_RUN_UPPER_1;
} else {
++boyPos;
}
++distance;

digitalWrite(Autostartpin, terrainLower[BOY_HORIZONTAL_POSITION + 2] ==
SPRITE_TERRAIN_EMPTY ? HIGH : LOW);
}
delay(100);
}

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